8th Ed. Robinator's 2000pt List

Discussion in 'Lizardmen Army Lists' started by Robinator, Nov 15, 2010.

  1. Robinator
    Jungle Swarm

    Robinator New Member

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    This list applies to the army I have just finished (you can view full pics here).

    I am still tweaking things, including which Lore I take (I have tried out all of them, just to make sure I gave them each a fair chance). The latest incarnation is as follows:

    Slaan
    - Rumination, Higher State, Becalming, BSB, Lore of Life, Divine Plaque of Protection, Dispel Scroll

    Skink Priest
    - Steg w/ Engine of the Gods, Lvl 2, Dawnstone

    Skink Priest
    - On foot with Channeling Staff and Charmed Shield

    25 Saurus w/ Spears
    - Champ, Standard

    20 Saurus w/ Hand Weapons
    - Champ, Standard, Musician

    5 Cold One
    - Champ, Standard, War Banner

    7 Chameleons

    6 Chameleons

    Salamander Pack

    Total comes to 2k even.

    Some Notes:

    - I tend to play most games against Skaven, w/ Screaming Bell. When I lose, it tends to be because late in the game (often last turn :p) my Slaan gets turned into a Slaan-rat with via the Dreaded 13th and/or I lose my Steg by failing an Initiative test spell (Skaven have a straight-line fissure type spell)

    - I tend to charge with my HW Saurus, and take the charge with my Spears (since I don't get the extra spear attacks if I charge)

    - Lore of Life has been good, and but I also really like Light (usually taking Cupped Hands and dropping Becalming)

    - I play my skirmishers as Chameleons... these guys rock! Always worth their points.

    Robin
     
  2. Craken
    Carnasaur

    Craken Well-Known Member

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    Very nice list, this is the only part that confused me, also a good addiction to Cold one cavalry is a scar vet on a cold one as a 6th man
     
  3. Robinator
    Jungle Swarm

    Robinator New Member

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    Sorry... that was I typo, I meant I also like Lore of Light :)

    (I have edited the original post)

    Thanks for the tip on the mounted scar vet. I tried one on foot, suped up to have a ton of attacks. I am seeing that indeed my cold ones may need another rider or two, so some good food for thought.

    Robin
     
  4. Craken
    Carnasaur

    Craken Well-Known Member

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    I've had great success with that in the past
     
  5. Hiv0r
    Chameleon Skink

    Hiv0r New Member

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    With that many casters you are leaving yourself a bit of redundancy imo. The super slann will be wanting to cast most things as he gets the extra D6 and the extra magic levels.

    Unless your rolling 10+ power dice a turn those other casters are not exactally going to be doing much. The engine will only be useful if your position and play it well for the bonuses like the ward save.

    I feel the 3rd wizard is always un-neccisary though.

    A bit overkill on the amount of casters for 2000 points maybe 2500 =)
     
  6. vict0988
    Cold One

    vict0988 Member

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    heyya

    Just a little question wont you feel stupid when you roll 1245 for spells not having throne or dwellers? and could have gotten all 7 spells with focus? or do you simply "hope" to get 0156 ???

    i think the only lore you can take is heavens ass you have skink priests

    i dont know if you have understood the meaning of this post TAKE FOCUS OF MYSTERY! or die :p

    and get rid of the last priest on foot then you should probably drob the engine guy to lvl 1 if you choose not to take away the priest on foot then you should know that he cant have magic armour as he is a wizard

    and that champ for the cok why....

    if you do as i say and i would recomend that option :p you will get 140 points which you can use for foucus of mystery and 5 saurus and a musicien then you will have 2x25 with full command

    and last but not least you should get standard of dicipline on slann it gets your chances of failing 2 times less before fail on a 5 and a 5 and 6 4 an and 4 6 + 6 5 and 5 6 and 6 6 6 opportunities of failing
    now 65 56 66 3 opportunities see? and its only 15 points dont know what to eraase for points
     
  7. HoverBoy
    Ripperdactil

    HoverBoy New Member

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    Wizards and magic armour dont mix unless they get to use common armour, check "Magical Interference" on page 172 of the rulebook.
     
  8. Hiv0r
    Chameleon Skink

    Hiv0r New Member

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    Page 172 is something about empire fluff. As far as im aware in the new rules you dont need to be able to take mundane equpiment to be able to take the magical version. The restrictions though will either be in the unit entry or the FAQ. Not 100% tho
     
  9. HoverBoy
    Ripperdactil

    HoverBoy New Member

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    Did you even look at the rule?
    Because the empire isn't even mentioned there.
    And no FAQ (rulebook or lizardmen) does nothing to contradict this rule.
     
  10. Hiv0r
    Chameleon Skink

    Hiv0r New Member

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    Page 172:

    The Empire Endures: The skaven wars, A most uncivil war and The great war against Chaos

    In the 'Ancient History' section.

    Yes I did look =)
     
  11. vict0988
    Cold One

    vict0988 Member

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    anyways only vampires and chaos mages can wear magic armour (with a few exeptions wizard armour)
     
  12. Robinator
    Jungle Swarm

    Robinator New Member

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    Ya, I think I agree. I was playing with a scar vet before, but wanted to try out my priest on foot model I painted :p

    I will keep tweaking.

    Robin
     
  13. Robinator
    Jungle Swarm

    Robinator New Member

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    Focus is a good suggestion, I may try it out, thanks :)

    For the record, I created a priority list of spells, so that no matter what I rolled, I could figure out what to choose with any doubles, and what to drop for the signature spell (so, best case is I get the first four listed):

    Throne
    Flesh 2 Stone
    Regrowth
    Shield of Thorns

    Dwellers
    Awakening
    Earth Blood


    Robin
     
  14. Robinator
    Jungle Swarm

    Robinator New Member

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    Huh, well waddya-know! Thanks, I missed that. I do wish that GW would learn from games like Warmachine and Magic the Gathering, and do a better job of consolidating relevant rules (why isn't this mentioned on p. 174 where the armour is listed?, heh).

    Robin
     
  15. Robinator
    Jungle Swarm

    Robinator New Member

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    Heh, he means 172 of the small rulebook from the Island of Blood set, which is p. 500 in the big rule book you are looking in. The Spells and Items references at the back of the books are the one spot where the page numbers aren't the same between the versions.

    Robin
     
  16. HoverBoy
    Ripperdactil

    HoverBoy New Member

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    Yea sorry bout that i still only have the small one.
     

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